Legion of Shadow (77 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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Sahna hands you a canteen. You grab it from her and take a long drink of water, your hands shaking from the ordeal.

‘See, that wasn’t too bad was it?’ she grins wryly, grinding the worm beneath her boot heel. If you delivered the crown to Raolin, turn to
623
. If
you lost the crown, turn to
667
.

647

Outside, the air is chill and damp. A rumble in the distance suggests thunder. Redguard and Mathis approach quickly from the tower, both deep in conversation. You notice a man
following behind, in a red cloak and feathered helm. You assume that he is the messenger, newly arrived from Ravenwing’s camp to the south.

They halt in front of the lined ranks. It is a paltry gathering, you observe with some concern. The garrison now numbers less than thirty – having taken heavy losses in previous skirmishes
with the undead forces. A glance to your side confirms that Nyms is coming to a similar conclusion as he looks around at the assembled guardsmen.

‘Soldiers and friends,’ announces Redguard. ‘We now have word from the south. Ravenwing suspects that Zul’s strike is imminent. His scouts have reported that a large army
of undead are moving south, using the valley for cover. He has asked that we abandon this post and join his forces outside of Talanost. There we will link up with the eleventh brigade under
Inquisitor Bovis.’

There are murmurs of approval amongst the soldiers. It appears that the man is a well-liked and respected warrior.

‘We leave now. Saddle up and gather outside the south wall. Full armour and weapons ready, we don’t know what we may encounter on our way there. Dismissed.’

As the soldiers break off, you follow Nyms and Caeleb towards the stable building. ‘How big is our force to the south?’ you ask.

‘About four hundred apparently,’ replies Caeleb grimly. ‘Guardsmen from Talanost, and a few mercenaries and refugees. Rest are mages, but most of them are being used to
maintain the shield.’ He shakes his head. ‘We will need luck on our side if Zul’s army is as big as we suspect.’ Turn to
763
.

648

‘Oh yeah, still got a few of those beauties left. Just over there, take a look.’ The merman gestures towards a large wooden crate, which has the words –
WARNING: HANDLE WITH CARE stamped over every inch of space. Having noted the ‘subtle’ message, you very carefully lift off the lid. Inside, resting on a bed of straw, are two discshaped
metal cases, attached to long rolls of fuse wire.

‘I’ll sell you one for 30 gold crowns,’ he says, scratching his beard. ‘Fair price considering it’ll blow a hole in just about anything. Might be useful to
you.’

If you wish you may purchase the following for 30 gold crowns:

Borehole explosive

(backpack)

Warning: handle with care

When you have made your decision, turn to
626
to ask the merman another question.

649

All around you, the shades shriek and holler as Nyms expertly slays them one by one. Meanwhile, your attacks have forced the necromancer back against the wall of the tomb. The
mage makes a last desperate stab with his dagger, but you are ready for it, dodging aside and delivering the killing blow. As the necromancer’s lifeless body slides down the wall, the last of
the shades vanishes into thin air.

Searching the mage’s remains, you find 50 gold crowns and one of the following rewards:

Spite

Hood of night

Ebon boots

(left hand: dagger)

(head)

(feet)

+2 speed +3 brawn

+2 speed +3 magic

+2 speed +1 brawn

Ability:
venom

Ability:
deceive

Ability:
fearless

(requirement: rogue)

If you are a mage, turn to
692
. Otherwise, turn to
710
.

650

The giant creature emerges from the east passage. (Remember which rod you placed here, as it will help you with this battle.) Moving on four bowed legs, the giant barrels its
way past the last of the stones, its elongated tail whipping back and forth across its broad shoulders. The beast’s body is fashioned from spiny bones, knitted together by a grotesque
assortment of bulging muscles. As it opens its mouth, the creature vomits a swarm of black skittering beetles, which rush toward you like a black tide, their mandibles clicking together
hungrily:

Special abilities

Carrion beetles: At the end of every combat round, you automatically take 2 damage, ignoring
armour
,
from the swarm of biting beetles.

Body of bone: Rottaghast is immune to
bleed
and
venom
.

If you win a round of combat against Rottaghast, you can choose to strike against Rottaghast or the beetles. Once Rottaghast is dead, the beetles will scatter and no longer
attack you.

If you manage to defeat your monstrous adversary, turn to
770
. If you are defeated, turn to
723
.

651

When you regain consciousness, you find yourself propped up against a stone wall, your hands tied behind your back. The three strangers are huddled close, clearly discussing
what to do with you. You take your time to study each in turn, trying to discern their loyalties.

‘I say hand them over to the inquisitor,’ snaps the swordsman. He is tall and lean, with a long angular face and hooked nose. His black hair has been spiked and a pony tail hangs
down his back, braided with gold bands. The two swords now rest in their scabbards, but his hands impatiently tap their hilts, as if he is eager to draw them once again.

‘Shadow spawn or not, they tried to help me,’ implores the woman. ‘The least we could do is give them a fair chance to explain themselves.’ From her age you assume the
robed woman might be their leader – both men are looking to her for guidance, although seem reluctant to believe her story.

‘They could be a spy,’ says the shorter warrior, scowling. He is dressed in heavy plate armour, his shield now strapped to his back. The sack that he was carrying lies at his feet.
You see that it contains a number of odd-looking metal rods and a collection of books. The plated warrior glances in your direction and gives a start when he sees you watching them. ‘Nyms,
they’re awake.’

The swordsman immediately walks over, his face blank and unreadable. ‘You have some explaining to do,’ he says. ‘I’ve killed your kind before and one more wouldn’t
make a difference.’ He draws one of his swords and holds it to your throat, its runed steel glimmering with magic. Turn to
767
.

652

You cover your head as the deafening explosion rocks the chamber. Fragments of stone and dust rain down about you, as the ground gives another thunderous shake. Looking up, you
see that you have blasted a sizeable hole in the side of the giant. It staggers slightly, but continues to advance. At least you have seriously weakened your foe before the titanic battle
begins:

Special abilities

Knockdown: If your hero takes health damage from the giant, you must lower your
speed
by 1 for the next
combat round.

Body of rock: Your opponents are immune to
piercing
,
impale
,
bleed
,
venom
,
thorns
,
barbs
and
lightning
.

Stone golems: At the end of every combat round, you automatically take 1 point of damage, ignoring
armour
, from each golem that is still alive.

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