Legion of Shadow (48 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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410

Searching through Logan’s belongings, you discover a number of powders and poison vials, wrapped in tattered cloth. As a rogue, you may now learn the assassin career.

The assassin has the following abilities:

First strike (pa)
: (requires a dagger in the main hand.) Before combat begins you may automatically inflict 1 damage dice to an opponent, ignoring
armour
. This
will also inflict any harmful passive abilities you have, such as
venom
and
bleed
.

Deadly poisons (mo)
: If you have the
venom
special ability, its damage is increased by 1 (causing 3 points of damage instead of only 2).

Once you have made your decision, return to the quest
map
to continue your journey.

411

‘Who?’ snaps the barman, cupping a hand to his ear. ‘Cornelius, yer say? The only Cornelius I ever heard of is the marsh man. A crazy old hermit who lives out
in the swamp. Never set eyes on ’im myself, but he’s something of a local legend. They reckons he can see the future.’ He snorts dismissively. ‘Like I said, crazy old man.
Now, I got work to do so hurry it up.’

Will you:

Ask if there is any work going? —
420

Ask about local rumours? —
378

Turn your attention back to the taproom? —
404

412

The crumbling walls and weed-choked flagstones offer up a wide selection of different herbs. If you have
Lorinwold’s Field Guide to Roots, Herbs and Leaves
then you
may add 2 bramble thorn, 1 thimble sage and 1 taponica bulb to your collection. (Make a note of the herbs on your hero sheet.)

Finding little else of interest amongst the outbuildings, you make your way over to one of the larger, colonnaded temples. Most of its ceiling has caved in, littering the cracked mosaic-floor
with dusty piles of stone and rubble. Whatever furniture or items of worth this place once contained, they have long since been buried or looted by thieves. You are about to leave and continue your
journey, when you spot a black-stone chest resting against one of the walls. You hurry over to inspect it – discovering that it is still locked. There is no keyhole or any other obvious way
of opening the chest. Perhaps the strange angular runes that are etched into the lid, might provide a clue.

If you have
The Compendium of Dwarven Lore
then turn to
471
. Otherwise, you cannot understand the complex markings. Turn to
482
.

413

Jenkins is dead. You turn to face the guard, who is still struggling back onto his feet, encumbered by his heavy armour. ‘Yer killed Jenkins,’ he blusters, a tremor
of fear in his voice. ‘The count will be really mad at yer – he hates good blood going to waste.’ He glances down at the dark pool forming around the body.

‘Good blood?’ you ask quizzically. ‘What do you . . .?’

Suddenly something strikes you from behind, sending you toppling forward onto your knees. The room spins, as white flashes of pain obscure your vision. You try and turn, to see what hit you . .
. but your muscles are no longer doing what you ask.

‘Is this one causing you problems?’ says a gruff voice, from somewhere amongst the white haze. ‘Well, no matter. They’ll get their just desserts soon enough.’

‘Ah yeah, desserts,’ laughs the guard. ‘That’s a good one that is . . . desserts . . . yes . . . good one.’

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
.

414

A delighted Bart rushes over to you, a silver casket held in his hands. Flipping open the lid, he reveals its contents – a pile of sparkling gold coins.

‘Here are your winnings!’ he exclaims excitedly. ‘That was the best fight I ever saw. You’re a hero!’ (You have gained 150 gold crowns.)

The wizard swoops down to the arena floor, and hops off his carpet. ‘Congratulations,’ he says. ‘You’re the Grand Champion of the five hundred and eleventh gladiatorial
games!’ Another wave of applause sweeps across the stadium. ‘It is with great honour that I now present to you the champion’s chest . . .’ He makes a series of quick
gestures and suddenly a sparkling gold chest appears, hovering in mid-air. As you watch, the lid creaks open, revealing rare treasures inside.

You may now choose one of the following rewards:

The cage

  

Brawler’s shiv

  

Battlemage’s fists

(chest)

(main hand: dagger)

(gloves)

+2 speed +3 armour

+2 speed +4 brawn

+3 magic +3 armour

Ability:
iron will

Ability:
venom

Ability:
dominate

(requirement: warrior)

(requirement: rogue)

(requirement: mage)

Congratulations, you are now the arena Grand Champion! Return to the quest
map
to continue your adventure.

415

You attempt to chip away at the black rock. However, the moment your weapon comes into contact with the rock, it begins to vibrate, sending your weapon spinning out of your
hand. When you go and retrieve it, you see that it is now blackened and charred, giving off a faint green smoke. (You must lower either the
speed, brawn
or
magic
of your main-hand
weapon by 1 point.)

Shaken by your experience, you decide to keep your distance from the infernal rock. Clearly it is not something of this world and you can’t even begin to fathom how to destroy it. Perhaps,
by exploring the tunnels beneath the glade, you will learn more about this peculiar rock. You head into the northern passageway. Turn to
428
.

416

You quickly conceal the items about your person and then join the back of the crowd. Passing through the double doors, you are led down a wide corridor lined with paintings and
tapestries. Ahead of you is a golden archway, beyond which you can hear the sound of music and revelry.

You notice the boy walking at your side. His face is grim-set, his hands stuffed in his pockets. ‘Who are you?’ you whisper to him.

He looks at you and smiles proudly. ‘Why, I’m Spink. Apprentice to the great Eldias Falks.’

You shrug, giving him a confused expression. The name doesn’t sound familiar, but then so much seems unfamiliar these days. As you start to frame your next question, you find yourself
passing beneath the golden arch. Turn to
399
.

417

You take the dryad queen’s hand. Suddenly, you feel a surge of power flow into your body, surrounding you in a halo of golden light. ‘I put my trust in you,’
whispers the queen. ‘Use your powers wisely and nature will always be your ally.’

The ranger has the following abilities:

Lay of the land (sp)
: You can now use the natural features of the land to your advantage. Add one extra die when rolling for your attack speed, for one combat round
only.

Nature’s revenge (co)
: Use this ability instead of rolling for a damage score, to automatically bind a single opponent in deadly thorns. This inflicts 2 damage
dice to your opponent, ignoring
armour
. It also reduces their
speed
by 1 for the next combat round. This ability can only be used once per combat.

When you have updated your hero sheet, return to
376
.

418

You skilfully behead the beast – again and again, until its many headless necks are pumping black blood into the mire. At last, after an exhausting battle, the beast
finally lies dead. You may now take one of the following special rewards:

Hydra-scaled fists

  

Hydra’s guard

  

Marsh stalkers

(gloves)

(left hand: shield)

(feet)

+3 magic +2 armour

+2 speed +3 armour

+2 speed +3 brawn

Ability:
regrowth

Ability:
deflect

Ability:
sideswipe

(requirement: mage)

(requirement: warrior)

(requirement: rogue)

You also find the decayed bodies of several other unfortunate travellers, lying in the bog. From their remains, you are able to loot 30 gold crowns. Return to the quest
map
to
continue your adventure.

419

Boss: Shadowstalker

You find the trail at dawn: a series of scorched craters blasted deep into the boggy earth. Many are still smoking, the air reeking of brimstone and magic. A little further on,
pockmarked impressions in the mud suggest a scuffle and someone falling into the mire, wounded. Blood still stains a rock.

You continue southwards, into the foothills of the mountains. Somewhere up ahead you can hear the thunderous boom and crackle of magic. You pick up the pace, convinced that you are getting
closer to the mysterious Jenlar Cornelius.

The tracks take you higher into the mountains, where the air is cold and the wind howls through the gullies and across the weather-beaten slopes. They eventually bring you to a set of stairs,
carved into a pillar of rock. Without hesitation, you start up them, taking the stairs two at a time.

You wind your way around the pillar, following the stairs to its lofty summit: a plateau of smooth rock, bordered by flecks of white cloud. Here, resting atop a tiered dais, is an archway of
stone.

At the foot of the dais, an old man in mud-spattered robes is lying on his side, his hands clasped to his chest in a vain effort to stem the flow of blood. Standing over him is a hooded figure,
dressed in black and grey cloth. As you approach, the figure turns to face you, their gloved hands tightening around a pair of swords.

‘Well, well, you finally made it.’ The figure hooks a thumb under their hood and pulls it back. Your blood runs cold when you look upon the assassin’s features, staring back at
you with a cruel smile. It is your face – identical in every aspect.

‘What . . . how?’ You take a step backwards, shaking your head in dismay. ‘Is this some trick?’

The assassin twitches an eyebrow. ‘Oh, so much has been forgotten, hasn’t it, my shadowkin.’ Turn to
433
.

420

‘If I could afford to pay yer, I’d have you working behind here,’ the barman grins, tapping the counter. ‘Yeah, I know – you ain’t looking
for tap work, are yer? Well, I hear talk there’s some mercenaries moved in down south. Think they’re planning on exploring those sunken ruins at the foot of the mountains. You might
want to join them. I understand they were asking around for some talented treasure-hunters.’

Will you:

Ask if he knows Jenlar Cornelius? —
411

Ask about local rumours? —
378

Turn your attention back to the taproom? —
404

421

The young girl beams at you excitedly. ‘Hello! I’m Tanner,’ she says. ‘You’re looking for things to buy, right? Let’s see – I do have a
couple of interesting books for sale. I’ve read them both six times already!’

You may purchase any of the following for 20 gold crowns each:

Lorinwold’s Field Guide to Herbs, Roots and Leaves

      

The Compendium of Dwarven Lore

(backpack)

(backpack)

This handy guide will allow you to pick herbs for use in potion-making

This pocket-sized tome will help you decipher Dwarf runes

Tanner points to one of the workbenches, which contains a jumble of glass vessels, tripods and mixing bowls. ‘If you find any herbs on your travels then I can mix up some
potions for you. I’ll even do it for free, as its great practice. One day I want to be the best potion-maker in all of Valeron!’

If you have herbs or wish to view what Tanner can make, turn to
459
. Otherwise, return to
310
if you want to talk to Totsvig again.

422

Your final blow sends the count’s golden mask skittering across the floor, revealing his scarred, disfigured face. It begins to wither and age before your very eyes.
‘No! I will not die!’ hisses the vampire. He tries to grab you, but the count’s legs give way beneath him. He collapses to the ground, his body crumbling into a pile of grave
dust.

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